Difference between revisions of "Critical Gameplay Design"

From gdp3
Jump to: navigation, search
Line 37: Line 37:
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Changes in Perception of Real World Phenomena due to Gameplay]]
  
 
==== with ... ====
 
==== with ... ====
Line 51: Line 52:
  
 
== History ==
 
== History ==
An updated version of the pattern ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
 
 
''or''
 
 
 
New pattern created in this wiki.
 
New pattern created in this wiki.
  
Line 61: Line 58:
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 +
-

Revision as of 07:41, 31 August 2012

Game designs where the gameplay is intended to cause critical reflection.

Not the context

This pattern is a still a stub.

The online exhibition [Critical Gameplay] hosts several games that highlights features of games often overlooked by designing counter-examples. While the pattern described here is broader in context, the examples show how gameplay can be designed to stimulate critical reflection.

Examples

September 12th

Power Explorer

Train


Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Changes in Perception of Real World Phenomena due to Gameplay

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

-

Acknowledgements

-